The overhead in directx is pretty high. There are calls known as 'draw calls', which are the calls that actually perform the drawing work, and the calls themselves have pretty high overhead to a point that many developers attempt to keep them under ~2000, which can sometimes be tricky to do, since depending on the shadowing method, number of dynamic lights, multi-pass rendering and such, drawing a single object can end up being 2-5+ draw calls. OpenGL draw calls aren't near as expensive, and I've read it is one of the areas where DX10 has improved much on.

I agree with you though, all kinds of advancements like that are likely going to have their gains eaten away by the increased appetite of the new OS. In the end they could have increased DX10 performance by 200% over DX9, but if the OS is eating that new performance up it doesn't mean jack shit to to end user.

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